Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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using System;
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using System.Linq;
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2021-04-05 01:30:01 +00:00
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using FluentAssertions;
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using Xunit;
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using static PKHeX.Core.Move;
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using static PKHeX.Core.Species;
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using static PKHeX.Core.GameVersion;
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2023-01-22 04:02:33 +00:00
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namespace PKHeX.Core.Tests.Legality;
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2022-06-18 18:04:24 +00:00
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public class BreedTests
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2021-04-05 01:30:01 +00:00
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{
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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private const int MovesetCount = 4; // Four moves; zeroed empty slots.
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2022-08-27 06:43:36 +00:00
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private static void GetMoves(Span<Move> moves, Span<ushort> result)
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2021-04-05 01:30:01 +00:00
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{
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2022-06-18 18:04:24 +00:00
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for (int i = 0; i < moves.Length; i++)
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2022-08-27 06:43:36 +00:00
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result[i] = (ushort) moves[i];
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2022-06-18 18:04:24 +00:00
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}
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2021-04-05 01:30:01 +00:00
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2022-06-18 18:04:24 +00:00
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[Theory]
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[InlineData(GD, Bulbasaur, 0, Tackle, Growl)]
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[InlineData(SI, Igglybuff, 0, FeintAttack, Pound, Curse, ZapCannon)]
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[InlineData( C, Igglybuff, 0, FeintAttack, Pound, Flamethrower, Sing)]
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[InlineData( B, Heracross, 0, Megahorn, NightSlash, CloseCombat, StoneEdge)]
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[InlineData( B, Heracross, 0, Bide, Megahorn, Counter, Reversal)]
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[InlineData( B, Heracross, 0, HornAttack, Endure, Megahorn, TakeDown)]
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[InlineData( B, Heracross, 0, Endure, Megahorn, FocusPunch, Feint)]
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[InlineData( B, Heracross, 0, Megahorn, Reversal, Bulldoze, Fling)]
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[InlineData( X, Growlithe, 0, Bite, Roar, FlareBlitz, MorningSun)]
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[InlineData(OR, Growlithe, 0, MorningSun, IronTail, Crunch, HeatWave)]
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[InlineData(OR, Dratini, 0, Wrap, Leer, DragonDance, ExtremeSpeed)]
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[InlineData(OR, Rotom, 0, Astonish, ThunderWave, ThunderShock, ConfuseRay)]
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[InlineData(BD, Gible, 0, IronHead, BodySlam, SandTomb, Outrage)]
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[InlineData(BD, Gible, 0, IronHead, BodySlam, Outrage, SandTomb)]
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[InlineData(BD, Gible, 0, BodySlam, Outrage, SandTomb, DragonBreath)]
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2022-08-27 19:53:30 +00:00
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public void VerifyBreed(GameVersion game, Species species, byte form, params Move[] movelist)
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2022-06-18 18:04:24 +00:00
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{
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var gen = game.GetGeneration();
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2022-08-27 06:43:36 +00:00
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Span<ushort> moves = stackalloc ushort[MovesetCount];
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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GetMoves(movelist, moves);
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var origins = new byte[moves.Length];
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2022-08-27 06:43:36 +00:00
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var valid = MoveBreed.Validate(gen, (ushort) species, form, game, moves, origins);
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2022-06-18 18:04:24 +00:00
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valid.Should().BeTrue();
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2021-04-05 01:30:01 +00:00
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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var x = origins;
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2021-04-05 01:30:01 +00:00
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2022-06-18 18:04:24 +00:00
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if (gen != 2)
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x.SequenceEqual(x.OrderBy(z => z)).Should().BeTrue();
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else
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x.SequenceEqual(x.OrderBy(z => z != (byte)EggSource2.Base)).Should().BeTrue();
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}
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2021-04-05 01:30:01 +00:00
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2022-06-18 18:04:24 +00:00
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[Theory]
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[InlineData(C, Igglybuff, 0, Charm, DefenseCurl, Sing, Flamethrower)] // invalid push-out order
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[InlineData(SH, Honedge, 0, FuryCutter, WideGuard, DestinyBond)] // insufficient move count
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[InlineData(OR, Rotom, 0, Discharge, Charge, Trick, ConfuseRay)] // invalid push-out order
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[InlineData(OR, Rotom, 0, ThunderWave, ThunderShock, ConfuseRay, Discharge)] // no inheriting levelup
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2022-08-27 19:53:30 +00:00
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public void CheckBad(GameVersion game, Species species, byte form, params Move[] movelist)
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2022-06-18 18:04:24 +00:00
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{
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var gen = game.GetGeneration();
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2022-08-27 06:43:36 +00:00
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Span<ushort> moves = stackalloc ushort[MovesetCount];
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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GetMoves(movelist, moves);
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Span<byte> result = stackalloc byte[moves.Length];
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2022-08-27 06:43:36 +00:00
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var test = MoveBreed.Validate(gen, (ushort)species, form, game, moves, result);
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2022-06-18 18:04:24 +00:00
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test.Should().BeFalse();
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}
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2022-08-30 22:00:45 +00:00
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2022-06-18 18:04:24 +00:00
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[Theory]
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[InlineData(GD, Bulbasaur, 0, Growl, Tackle)] // swap order, two base moves
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[InlineData(UM, Charmander, 0, Ember, BellyDrum, Scratch, Growl)] // swap order, inherit + egg moves
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[InlineData(BD, Gible, 0, BodySlam, SandTomb, Outrage, DragonBreath)]
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2022-08-27 19:53:30 +00:00
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public void CheckFix(GameVersion game, Species species, byte form, params Move[] movelist)
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2022-06-18 18:04:24 +00:00
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{
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var gen = game.GetGeneration();
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2022-08-27 06:43:36 +00:00
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Span<ushort> moves = stackalloc ushort[MovesetCount];
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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GetMoves(movelist, moves);
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2021-04-05 01:30:01 +00:00
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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Span<byte> result = stackalloc byte[moves.Length];
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2022-08-27 06:43:36 +00:00
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var valid = MoveBreed.Validate(gen, (ushort)species, form, game, moves, result);
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2022-06-18 18:04:24 +00:00
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valid.Should().BeFalse();
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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2022-08-27 06:43:36 +00:00
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Span<ushort> expected = stackalloc ushort[moves.Length];
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var useNew = MoveBreed.GetExpectedMoves(gen, (ushort)species, form, game, moves, result, expected);
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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useNew.Should().BeTrue();
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2021-04-05 01:30:01 +00:00
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2022-06-18 18:04:24 +00:00
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// fixed order should be different now.
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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expected.SequenceEqual(moves).Should().BeFalse();
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2022-06-18 18:04:24 +00:00
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// nonzero move count should be same
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2022-08-27 06:43:36 +00:00
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expected.Count((ushort)0).Should().Be(moves.Count((ushort)0));
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2021-04-05 01:30:01 +00:00
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}
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}
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